[iortcw] 279/497: All: Move Event processor call down below the mouse checks

Simon McVittie smcv at debian.org
Fri Sep 8 10:37:07 UTC 2017


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smcv pushed a commit to annotated tag 1.42d
in repository iortcw.

commit 8f6fef47258de09ba372711431ce4e4895c1b308
Author: M4N4T4RMS at gmail.com <M4N4T4RMS at gmail.com@e65d2741-a53d-b2dc-ae96-bb75fa5e4c4a>
Date:   Tue Jan 27 19:45:56 2015 +0000

    All: Move Event processor call down below the mouse checks
---
 MP/code/sdl/sdl_input.c | 7 ++++++-
 SP/code/sdl/sdl_input.c | 7 ++++++-
 2 files changed, 12 insertions(+), 2 deletions(-)

diff --git a/MP/code/sdl/sdl_input.c b/MP/code/sdl/sdl_input.c
index 74d2c5f..3b407c3 100644
--- a/MP/code/sdl/sdl_input.c
+++ b/MP/code/sdl/sdl_input.c
@@ -802,7 +802,11 @@ static void IN_ProcessEvents( void )
 
 			case SDL_MOUSEMOTION:
 				if( mouseActive )
+				{
+					if( !e.motion.xrel && !e.motion.yrel )
+						break;
 					Com_QueueEvent( 0, SE_MOUSE, e.motion.xrel, e.motion.yrel, 0, NULL );
+				}
 				break;
 
 			case SDL_MOUSEBUTTONDOWN:
@@ -883,7 +887,6 @@ void IN_Frame( void )
 	qboolean loading;
 
 	IN_JoyMove( );
-	IN_ProcessEvents( );
 
 	// If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading
 	loading = ( clc.state != CA_DISCONNECTED && clc.state != CA_ACTIVE );
@@ -906,6 +909,8 @@ void IN_Frame( void )
 	else
 		IN_ActivateMouse( );
 
+	IN_ProcessEvents( );
+
 	// In case we had to delay actual restart of video system
 	if( ( vidRestartTime != 0 ) && ( vidRestartTime < Sys_Milliseconds( ) ) )
 	{
diff --git a/SP/code/sdl/sdl_input.c b/SP/code/sdl/sdl_input.c
index 74d2c5f..3b407c3 100644
--- a/SP/code/sdl/sdl_input.c
+++ b/SP/code/sdl/sdl_input.c
@@ -802,7 +802,11 @@ static void IN_ProcessEvents( void )
 
 			case SDL_MOUSEMOTION:
 				if( mouseActive )
+				{
+					if( !e.motion.xrel && !e.motion.yrel )
+						break;
 					Com_QueueEvent( 0, SE_MOUSE, e.motion.xrel, e.motion.yrel, 0, NULL );
+				}
 				break;
 
 			case SDL_MOUSEBUTTONDOWN:
@@ -883,7 +887,6 @@ void IN_Frame( void )
 	qboolean loading;
 
 	IN_JoyMove( );
-	IN_ProcessEvents( );
 
 	// If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading
 	loading = ( clc.state != CA_DISCONNECTED && clc.state != CA_ACTIVE );
@@ -906,6 +909,8 @@ void IN_Frame( void )
 	else
 		IN_ActivateMouse( );
 
+	IN_ProcessEvents( );
+
 	// In case we had to delay actual restart of video system
 	if( ( vidRestartTime != 0 ) && ( vidRestartTime < Sys_Milliseconds( ) ) )
 	{

-- 
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